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Calculates Hillshade.
[Visual Basic .NET] Public Function HillShade ( _ ByVal GeoDataset As IGeoDataset, _ ByVal azimuth As Double, _ ByVal altitude As Double, _ ByVal inModelShadows As Boolean, _ [ByRef zFactor As Object] _ ) As IGeoDataset
[C#] public IGeoDataset HillShade ( IGeoDataset GeoDataset, double azimuth, double altitude, bool inModelShadows, ref object zFactor );
[C++]
HRESULT HillShade(
IGeoDataset* GeoDataset,
double azimuth,
double altitude,
VARIANT_BOOL inModelShadows,
Variant* zFactor
);
[C++] Parameters GeoDataset [in]
GeoDataset is a parameter of type IGeoDataset* azimuth [in]
azimuth is a parameter of type double altitude [in]
altitude is a parameter of type double inModelShadows [in]
inModelShadows is a parameter of type bool zFactor [in, optional]
zFactor is a parameter of type VARIANT*
geoDataset |
the input Raster, RasterDataset, RasterBand, or RasterDescriptor from which the shaded relief is derived |
azimuth |
the azimuth angle of the light source. The azimuth is expressed in positive degrees from 0 to 360, measured clockwise from the north. A commonly used azimuth is 315 degrees |
altitude |
the slope or angle of the illumination source above the horizon. The slope is expressed in positive degrees, with 0 degrees at the horizon and 90 degrees directly overhead. A commonly used altitude is 45 degrees |
inModelShadows |
a Boolean specifying the type of shaded relief to be generated If True, the output shaded relief Raster will consider both local illumination angles and shadows. The output Raster contains values ranging from 0 and 255, with 0 representing the areas in shadow, and 255 the brightest. If False, the output shaded relief Raster only considers local illumination angles; the effects of shadows are not considered. The output grid contains values ranging from 0 and 255, with 0 representing the darkest areas and 255 the brightest. |
[zFactor] |
the geoDataset ZUnits are multiplied by the specified [zFactor] to adjust the output Raster ZUnits to another unit of measure. If no [zFactor] is specified, a [zFactor] of 1 is applied. Higher z values will result in a more exaggerated relief (surface) and thus in a more extreme shading |